Hey! I'd like to be able to export the levels from Aggressive Inline into Blender to port them into the Tony Hawk's Underground 2 mod THUG PRO.
Here's a link to the level folders of all 3 versions of the game (Ps2, xbox, gamecube): https://mega.nz/#F!ZcsVVCxS!SERX_B9eMnq2U3nL6tPuwQ
The PS2 version has some unused stuff on the disc so it would preferable to be able to view those, but anything is appreciated.
There's a tool that can export the Gamecube/xbox levels to an .obj - however it misses some textures and a lot of objects, and won't export textures from the Xbox version since it uses a different texture format. I've attached it to this post if anyone wants to take a look and see if they can fix it or something... Let me know if you can help
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Aggressive Inline Levels
Aggressive Inline Levels
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Re: Aggressive Inline Levels
Hey, sorry to necro an old thread, but I have come across a little bit of documentation written by one of the THUGPro developers on the level format:
https://github.com/Morten1337/io_thps_s ... _notes.txt
https://github.com/Morten1337/io_thps_s ... t_zaxis.py
https://github.com/Morten1337/io_thps_s ... _notes.txt
https://github.com/Morten1337/io_thps_s ... t_zaxis.py
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Re: Aggressive Inline Levels
yeah, there's lots of scripts on https://github.com/Morten1337/io_thps_s ... s-importer but who has the time to deal with? Guess noone.g00dman wrote: ↑Sat Jun 08, 2019 2:10 am Hey, sorry to necro an old thread, but I have come across a little bit of documentation written by one of the THUGPro developers on the level format:
https://github.com/Morten1337/io_thps_s ... _notes.txt
https://github.com/Morten1337/io_thps_s ... t_zaxis.py
Why not simply use the ZAxisLevelTool.exe? Gives good results incase you replace the following lines in the created .obj which confuse blender's wavefront obj importer:
v n. def. n. def. n. def. -> v 0.0 0.0 0.0
vt n. def. n. def. -> vt 0.0 0.0
result for INDUST.GEO:
.
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Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Re: Aggressive Inline Levels
You'll have to forgive my inexperience with coding languages and the like
I have tried to use the level tool, but the problem is that it misses a lot of objects on import. I did a little bit of digging through the original .GEO and .INS files and found that a lot of objects are defined with a 'Def', like GlassDef or CarDef, in the .GEO file, but in the .INS file those same objects drop the 'Def' - these objects are missing from the exported .obj. Stuff like vertex shading is missing too but I guess you can bake lighting onto the map.
I have tried to use the level tool, but the problem is that it misses a lot of objects on import. I did a little bit of digging through the original .GEO and .INS files and found that a lot of objects are defined with a 'Def', like GlassDef or CarDef, in the .GEO file, but in the .INS file those same objects drop the 'Def' - these objects are missing from the exported .obj. Stuff like vertex shading is missing too but I guess you can bake lighting onto the map.
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Re: Aggressive Inline Levels
How can you be sure that it's missing mesh objects? Those names might be "properties" only ore something like that.g00dman wrote: ↑Sun Jun 09, 2019 1:58 amI have tried to use the level tool, but the problem is that it misses a lot of objects on import. I did a little bit of digging through the original .GEO and .INS files and found that a lot of objects are defined with a 'Def', like GlassDef or CarDef, in the .GEO file, but in the .INS file those same objects drop the 'Def' - these objects are missing from the exported .obj.
Can you give an example of a missing object (ingame screenshot versa exported obj file)?
Maybe just don't be too greedy.Stuff like vertex shading is missing too but I guess you can bake lighting onto the map.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Re: Aggressive Inline Levels
I'm sure because I'm very familiar with the game. But anyway, here's a comparison from the first level:
Blender export:
Ingame:
As you can see several things are missing. Lots of trees, some trickable objects like planters, bike racks, etc. There are some missing textures too but I can get those myself.
Also you may be right about being too greedy.....
Blender export:
Ingame:
As you can see several things are missing. Lots of trees, some trickable objects like planters, bike racks, etc. There are some missing textures too but I can get those myself.
Also you may be right about being too greedy.....
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Re: Aggressive Inline Levels
Thank you!
Trees, planters and bike racks are used in different levels, aren't they?As you can see several things are missing. Lots of trees, some trickable objects like planters, bike racks, etc.
So they might be handled as references only which could explain that the ZAxisLevelTool doesn't handle them.
(That's a wild guess only, which could be proven if there were separate tree meshes apart from the level files.)
That was a joke only!Also you may be right about being too greedy.....
It makes sense to get the complete levels. But to get it "perfect" would be a tedious task.
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Re: Aggressive Inline Levels
I'm not sure. I was actually able to get several models out of the .GEO file by using a QuickBMS script, including some of the missing ones. Here's a link: https://cdn.discordapp.com/attachments/ ... Tto3ds.bms
Now while in theory I suppose I could piece together all the missing things and add them to the ZAxisLevelTool export, the scale of the objects is not the same, there are no textures or UV data, etc... As you said about getting things perfect, it's tedious work....
Now while in theory I suppose I could piece together all the missing things and add them to the ZAxisLevelTool export, the scale of the objects is not the same, there are no textures or UV data, etc... As you said about getting things perfect, it's tedious work....
- shakotay2
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Re: Aggressive Inline Levels
yeah, those "famous" bms scripts for PS2 made by FurryFan are known for missing uvs...g00dman wrote: ↑Sun Jun 09, 2019 4:54 pm I'm not sure. I was actually able to get several models out of the .GEO file by using a QuickBMS script, including some of the missing ones. Here's a link: https://cdn.discordapp.com/attachments/ ... Tto3ds.bms
Tuts: a) Bigchillghost, viewtopic.php?f=29&t=17889
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
b) Extracting simple models: http://forum.xentax.com/viewtopic.php?f=29&t=10894
"Quoting the whole thing. Would u ever stop this nonsense?"
Re: Aggressive Inline Levels
Bummer.... Sadly that was the only other thing I found that could get stuff out of it
Re: Aggressive Inline Levels
Found a way to make the level tool export load the missing objects!!
In the .INS file, all objects that appear multiple times in a level (everything that has a Def_ in its name in the .GEO file "propdef_treesmall", for example) are instead listed as prop_treesmall06, or 07, and so on. Changing those names in the .INS file to the same name as it has in the .GEO file will export them, with UVs, textures, and usually in the right place (except AnimProps which are animated objects in the level - those just appear as big boxes. Other stuff like Cars, dynamic objects, AnimObjs, etc. won't import either cuz they aren't listed in the INS file). While I'm so so happy that this works, it does take a long ass time. Thought I'd update you on this anyway.
In the .INS file, all objects that appear multiple times in a level (everything that has a Def_ in its name in the .GEO file "propdef_treesmall", for example) are instead listed as prop_treesmall06, or 07, and so on. Changing those names in the .INS file to the same name as it has in the .GEO file will export them, with UVs, textures, and usually in the right place (except AnimProps which are animated objects in the level - those just appear as big boxes. Other stuff like Cars, dynamic objects, AnimObjs, etc. won't import either cuz they aren't listed in the INS file). While I'm so so happy that this works, it does take a long ass time. Thought I'd update you on this anyway.
Last edited by g00dman on Fri Jun 28, 2019 2:39 am, edited 2 times in total.
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Re: Aggressive Inline Levels
Crap. I was working on this game in 2016. I wish i saw the thread earlier on